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Jan 30, 2011
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This map can be played by up to six players. Last player alive wins the round, best out of three wins (this would set the maximum amount of rounds at thirteen, minimum three).

The Swamp
I understand that Arrowhead have their own ideas and concepts for a PvP oriented arena, as evident on their website (and I'm really looking forward to that!). However, a lot of forum posts have requested/suggested a warlock-like environment, hence I figured I should write down a hand of ideas to make such concept work in the world of Midgård.


First off, to balance it out, the quickest and easiest way would be to distribute weapons with passive effects that limits the players from certain moves:

Weapons:
-Walking Stick of Severe Annoyance
--Passive: 95% Damage Reduction to all Elements except Poison. Reduce Life efficiency by 99.999% (may only cure).
--Active: Heal for 40.
-Morning Star of Implications
--Damage Type: Low Physical.
--Special: Slow, Push target back.

I am to understand that a player has 600 base health, hence these weapons would force the goal of the map to achieve victory instead of pure homicide.


The Arena:
The area of combat is about 45% larger than Hávindr Arena, with 6 pilars placed in a hexagon, the ground is covered in a layer of slippery weeds. The map further extends beyond the walking surface, and is covered in toxic swamp water. Over time, the ground will sink into the toxic goe, periodically, leaving less and less of the safe surface.

A player whom slides into the toxic water will be poisoned continously until he gets back to the slippery weeds (and cure himself).

Players continue to slide in the toxic water, making it hard to return without taking extensive poison damage.

Knockdowns does not prevent the player from sliding.


Permitted Magicks:
-Haste
-Teleport
-Invisibility
-Fear
-Tornado

New Magicks ideas to supplement the gameplay:
-Silence – a short aoe range version of Nullify (to counter invisible, and other threats without affecting all players).
-Boulder – Conjure an ice boulder which is sent in faced direction, struck wizards will be knocked away. The boulder can be reflected by an air puff.
-Bouncer – Conjure a bouncing arcane magick which will bounce off players and pilars, sending players flying upon impact. It returns to the original caster twice before dropping. Can be reflected by air puff.
-Weight – Considerably slows your movement speed for a short duration but prevents sliding.



Good or bad? :)
 
Last edited:

unmerged(262108)

Corporal
Feb 3, 2011
26
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Too many arbitrary limitations. Just let players go for it, Who ever dies most loses.

Though I would make some kind of spawn invincibility to stop players dying immediately after coming to life (possibly have them appear in a random location incorporeal like demons, let them run to their perfered location before their incorporealness runs out)

Also make items and magick books rain randomly from the sky. Whoever is closest too it gets it
 

Snall

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Yeah, for just starting out you need to be able to die and play again really quickly- save the convoluted stuff for later.
 
Jan 30, 2011
8
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Umm.. guys... unfortunately it seems like you missed the point, entirely...

Please endure this wall-text of biblical proportions;

Gambling is a fools adversary, to wager your success based on a number anomaly rather than impact from your own tactical momentum is reta... I mean, traverse; yes, it's an anomaly, win ratios is what makes you successful, and only an anomaly would allow such event in an environment randomly generated outside of your control. My proposal is nothing of it's kind, hence my patronization.

I can understand if you have a hard time separating the joy of homicide on your friend viritually, and the sense of accomplishment from knowing you're superior in every way; we all make that mistake, but you have to understand that there's more glory and sustained replay value if you can manipulate the outcome rather than be out of control.

This is where my suggestion takes stand. It's a controlled environment, free from unecessary moves which would imbalance and implicate the scenario into an unfair setting severely suffering from malign idiocy and cheap tricks; it basically takes the gameplay in a slightly unique direction for the sole sake of sustaining replay value. Much like how beating a boss in the campaign feels like an overwhelming accomplishment the first time.

You have to understand that the campaign suffers from replay value; it has none, and don't say achievements, it doesn't quite constitute as proper motivators. A PvP scenario needs to extend beyond the point of repetition in order to enhance and sustain the games survival.

Like I said, it can be fun to beat your friends senseless ever once in a while, but it quickly gets old; it gets old incredibly fast when it's a gamble, you won't even know if you can beat your friends to pulp, due to the distribution of random drops, or being targetted by lightning bolts indefinitely. It's a very big risk of killing more than your character, all considering, and you have to understand that it's just not smart game design to pit players against each other with non-equal capabilities.

What I'm trying to say is, it's a hard game, but if you cannot excell yourself in any way, it's drains your motivation due to lack of accomplishment, which is exactly what would happen if the variables in the PvP environment were COMPLETELY randomized; which is what the lot of you suggests, you have to consider the abusive way of humanity. Then again, mayhaps I just don't like the idea of this game dying as fast as Alien Swarm due to the lack of proper content and replay value.

Don't get me wrong though, of course you can implement a respawn system into the pot of this suggestion without breaking it's competitive spirit; you just have to make some changes to the rules, it just tends to get out of hand with respawns, people stop caring about the goal, and it just looks like soccer for the nonchalant; oh my, the boys are running around kicking that poor, round, dead, leather object, again... which is why I went with a simpler solution – this is also why I suggested new spells, the ones in the list are just top-of-my-head ideas, the list can of course extend beyond that, but random distribution of the spells? No, not a good idea.

I'm usually good at all games, I want to become an immortal legend, a true champion, a god amongst mortals, a hero amongst villains, a... master amongst masters?..., and I know a lot of people process their needs the same way; which is why there's e-sports to begin with. Don't get the wrong idea here thought, I'm not suggesting this game should become an e-sports or anything of it's like, I'm just proposing that longevity comes from an environment that motivates you to the challenge, and not just disappoint you with a loss due to a random "catastrophe". Balance <=> Consistency.

Well, I guess no one is going to ever bother reading this thread again, I just dug it's grave with an essay of self inflicted doom :D bad at criticism? naaaaaah, I'm just sadistic in that way.

Cheerio~
 

Vingdoloras

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Jan 29, 2011
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I'd like to see some kind of additional Versus mode following your ideas, but I hope the main versus mode will be a mode that doesnt limit the players' powers and takes place on a map with lots of obstacles (so you cant death beam all over the place and instantwin). I still do want to be able to instantkill my opponents in the main versus mode I mentioned, be it with a heavily enchanted sword strike (dont like it? well, don't let the enemy get close). Or with a fully charged boulder / death iceball (obstacles will make these hard to use, don't forget that!).

Still, if there will ever be multiple Versus modes (and I hope that will happen), I'd love to see your idea realized in one of them.

(Btw I haven't read the middle part of your last post yet, only the very beginning and the end xD I might read and comment on it later, though)
 
Jan 30, 2011
8
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Obstacles on a large map could definitely work well, since the only reason you'd die would be because of mistakes; albeit some of the magicks currently available are too strong, or too inconvenient, imo. At least for a brawl.
PvP is all i have to say idc how its done but it needs to become apart of this game enough said the experts can make it fun i believe in them :)
PvP is already upcoming, as confirmed on their websites. Are you implying I'm not an expert?